Method, electronic device implementable application and electronic device for playing a marker game

ABSTRACT

The present relates to a method, computer program, and electronic device for playing a marker game. A grid having a plurality of cells is displayed. A subset of the plurality of cells is displayed in a first particular visual appearance representing obstacles. Another subset of the plurality of cells is displayed in a second particular visual appearance representing exits. At least two markers are also displayed in cells of the grid. User commands are received for creating a path corresponding to a series of adjacent cells from one of the markers to one of the exit cells. Each user command is verified to ensure the user command respects predetermined rules. When the predetermined rules are respected, a path indicator is displayed in each of the adjacent cells. The predetermined rules include the adjacent cell does not correspond to one of the cells representing obstacles and the adjacent cell does not already display one of the path indicators.

TECHNICAL FIELD

The present disclosure relates to the field of logic-based games; andmore particularly to a method, electronic device implementableapplication and electronic device for playing a marker game.

BACKGROUND

A variety of games has been designed with a thematic of a maze, and achallenge consisting in escaping the maze.

A maze is interpreted with a broad meaning, and refers to the notion offinding and/or reaching an exit of a structure including obstacles;where the obstacles make the finding and/or reaching of the exitchallenging.

A first category of maze based games consists in electronic video games,where the challenge is to have a character avoid pursuers and escape themaze (by reaching an exit of the maze). This first category of games maybe qualified as reflex-based games, since they mainly involve thereflexes of the players. These games may also involve a certain amountof strategy. The challenge usually consists in escaping the maze as fastas possible, while avoiding to be caught by the pursuers.

A second category of maze based games may be qualified as logic-basedgames for children. These games involve a level of logic that a child ofa certain age is capable of, for reaching an exit of a maze. Theintellectual challenge of this second category of games is adapted tothe capabilities of a child of a certain age, but not to those of anadult.

There is therefore a need for a logic-based game with a thematic ofreaching an exit of a maze, increasing a level of logic required forresolving the game.

SUMMARY

According to a first aspect, the present disclosure provides a methodfor playing a marker game. The method comprises displaying on anelectronic device a grid having a plurality of cells. The method furthercomprises displaying a subset of the plurality of cells in a firstparticular visual appearance for representing obstacles, and displayinganother subset of the plurality of cells in a second particular visualappearance for representing exits. The method comprises displaying onthe electronic device at least two markers in cells not having the firstor the second particular visual appearance. The method further comprisesreceiving user commands for creating a path corresponding to a series ofadjacent cells from one of the markers to one of the exit cells. Themethod verifies whether each of the user command respects predeterminedrules, and displays in each of the adjacent cells a path indicator whenthe predetermined rules are respected. The predetermined rules comprisethe adjacent cell cannot correspond to a cell representing one of theobstacles, and the adjacent cell cannot display one of the pathindicators.

According to a second aspect, the present disclosure provides anelectronic device program product deliverable via anelectronically-readable media such as storage media and communicationlinks. The program product comprises instructions for playing a markergame. The instructions, when executed by a processor, effect a displayon an electronic device of a grid having a plurality of cells. Theinstructions further effect a display of a subset of the plurality ofcells in a first particular visual appearance for representingobstacles, and display of another subset of the plurality of cells in asecond particular visual appearance for representing exits. Theinstructions further effect a display on the electronic device of atleast two markers. The instructions further receive user commands forcreating a path corresponding to a series of adjacent cells from one ofthe marker to one of the exit cells. The instructions further verifyafter each received user command whether the user command respectspredetermined rules, and when predetermined rules are met displays inthe adjacent cell a path indicator when the predetermined rules arerespected. The predetermined rules comprise the adjacent cell is not oneof the cells representing obstacles, and the adjacent cell cannotdisplay one of the path indicators.

According to a third aspect, the present disclosure provides anelectronic device for playing a marker game. The electronic devicecomprises a display unit, an input unit and a verification unit. Thedisplay unit displays a playing plane comprising: a grid having aplurality of cells, a subset of the plurality of cells in a firstparticular visual appearance for representing obstacles, another subsetof the plurality of cells in a second particular visual appearance forrepresenting exists, at least two markers. The input unit receives usercommands for creating a path in the grid corresponding to a series ofadjacent cells from one of the markers to one of the exit cells. Theverification unit verifies after each of the user commands whether theuser command respects predetermined rules; the predetermined rulesincluding the user command does not correspond to an adjacent cellcorresponding to one of the obstacles or to a path indicator. When theuser command respects the predetermined rules, the verification unitfurther instructs the display unit to display a corresponding pathindicator in the adjacent cell.

The foregoing and other features of the present method, electronicdevice program product and electronic device will become more apparentupon reading of the following non-restrictive description of examples ofimplementation thereof, given by way of illustration only with referenceto the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

In the appended drawings:

FIGS. 1A to 1E illustrate an exemplary visual appearance of a markergame either displayed on an electronic device or on a playing plane,according to a non-restrictive illustrative embodiment;

FIG. 2 illustrates another exemplary visual appearance of a marker gameeither displayed on an electronic device or on a playing plane,according to a non-restrictive illustrative embodiment;

FIGS. 3A and 3B illustrate a method for playing a marker game, accordingto a non-restrictive illustrative embodiment;

FIG. 4 illustrates an electronic device for executing instructions forplaying a marker game, according to a non-restrictive illustrativeembodiment; and

FIG. 5 illustrates a playing plane for playing a marker game, accordingto a non-restrictive illustrative embodiment.

DETAILED DESCRIPTION

The present disclosure relates to a marker game, and more particularlyto a marker game which can be provided in a physical or electronicformat.

Reference is now made concurrently to FIGS. 1A to 1E, which illustratean exemplary visual appearance of the present marker game eitherprovided in physical or electronic format; and FIGS. 3A to 3B, whichillustrate a method of playing the marker game such as exemplary shownon FIGS. 1A to 1E.

The method comprises displaying on a display of an electronic device agrid having a plurality of cells. The method further comprisesdisplaying a subset of the plurality of cells in a first particularvisual appearance for representing obstacles and displaying anothersubset of the plurality of cells in a second particular visualappearance for representing exits.

For illustration purposes only, the grid represented in FIGS. 1A to 1Eis divided into a set of rows and columns, defining the plurality ofcells. Further, the first particular visual appearance for representingobstacles consists in displaying cells with a black color. In thisparticular illustration of the grid, the exits are located on a borderof the grid. The second particular visual appearance for representingthe exits consists in displaying cells along the border of the grid witha white color. The cells which represent neither an obstacle, nor anexit (which will be referred to as free cells in the rest of thedescription) are also displayed in a white color.

FIG. 1A represents the marker game divided into the set of rows 5 andcolumns 10 defining the plurality of cells 15.

FIG. 1B represents the marker game with cells representing obstacles 20and 30, cells representing exits 40, and free cells 50.

The marker game represented in FIG. 1B is for illustration purposesonly. It comprises a border constituted of cells representing obstacles20, the border including cells representing exits 40. It also comprises,inside the border, free cells 50 and cells representing obstacles 30. Inthis particular example, exit cells 40 and free cells 50 are representedwith the same visual appearance (white color), since the distinctionbetween exit cells 40 and free cells 50 is based on their particularposition within the grid (exit cells 40 are part of the border, whilefree cells 50 are inside the border). However, exit cells 40 and freecells 50 could alternately be represented in different colors withoutdeparting from the present marker game.

The first particular visual appearance for the cells representingobstacles, and the second particular visual appearance for the cellsrepresenting exits may consist of several features, including: aspecific color of the cell, a specific shape of the cell, a specificpattern drawn on the cell, or a combination thereof.

The visual appearance of the free cells shall be different from thefirst particular visual appearance of the cells representing obstacles,in order to enable a user of the marker game to distinguish the freecells from the obstacles cells.

The visual appearance of the free cells may be different from the secondparticular visual appearance of the cells representing exits, in orderto enable a user of the marker game to distinguish the free cells fromthe exits cells. However, free cells and exit cells may have the samevisual appearance, in the case where the distinction between free cellsand exit cells may be made by a user of the marker game based oncriteria different from their visual appearance (for instance, theirparticular position within the grid, as illustrated in FIG. 1B).

The visual appearance for the free cells may also consist of severalfeatures, including: a specific color of the cell, a specific shape ofthe cell, a specific pattern drawn on the cell, or a combinationthereof.

The first particular visual appearance for the cells representingobstacles may consist of a first combination of characteristics, whereeach particular cell representing an obstacle has a subset of the firstcombination of characteristics. Thus, all the cells representing anobstacle may not have the same visual appearance.

Similarly, the second particular visual appearance for the cellsrepresenting exits may consist of a second combination ofcharacteristics, where each particular cell representing an exit has asubset of the second combination of characteristics. Thus, all the cellsrepresenting an exit may not have the same visual appearance.

The first combination of characteristics and the second combination ofcharacteristics may include respectively: one or several specific colorsof the cell, one or several specific shapes of the cell, one or severalspecific patterns drawn on the cell, or a combination thereof.

However, the first and second combinations of characteristics shall beselected such that a cell with the first particular visual appearance(representing an obstacle) may be visually distinguished by a user ofthe marker game from a cell with the second particular visual appearance(representing an exit). The first and second combinations ofcharacteristics may be clearly defined and explained in the rules of themarker game, which may be available to a user of the marker game in aprinted or electronic format.

The visual appearance for the free cells may also consist of a specificcombination of characteristics, where each free cell has a subset of thespecific combination of characteristics. Thus, all the free cells maynot have the same visual appearance.

However, the specific combination of characteristics for the free cellsshall be selected such that a cell with the first particular visualappearance (representing an obstacle) may be visually distinguished by auser of the marker game from a free cell. And the specific combinationof characteristics for the free cells may also be selected such that acell with the second particular visual appearance (representing an exit)may be visually distinguished by a user of the marker game from a freecell. This second distinction is optional, and depends on the need todistinguish free cells from exit cells.

For example, referring to the grid represented in FIG. 1B, the cellsrepresenting obstacles 20 located on the border of the grid may berepresented by a uniform black square. And the cells representingobstacles 30 located inside the grid may be represented by a square witha specific black pattern representing an obstacle drawn inside. The freecells 50 may be represented by a uniform white square. And the cellsrepresenting exits 40 may be represented by squares with various uniformcolors, different from black and white.

Additionally, the localization on the grid of the cells representingobstacles 20 and 30, and of the cells representing exits 40, may consistof any combination. For instance, some of the cells representing an exit40 may be localized anywhere inside a border of the grid, in place offree cells 50. In this case, the second particular visual appearance forthe cells representing exits 40 shall be different from the visualappearance for the free cells 50, in order to enable a user of themarker game to distinguish them. Also, the grid may not represent anouter border made of obstacle cells 20 and exit cells 40, with an insidemade of free cells 50 and obstacle cells 30. Instead, the grid mayconsist of an assembly of obstacle cells, exit cells, and free cells;representing a specific shape (which may be different from a rectangularshape).

The method further comprises displaying at least two markers. Theposition of a marker corresponds to one of the plurality of cells of thegrid which does not have the first or the second visual appearance.

An exemplary goal for a user of the marker game is to create a path ofadjacent cells from one of the markers displayed on the grid, to one ofthe exit cells, using a minimal number of adjacent cells, whilerespecting predetermined rules of the marker game (the rules will bedefined later in the description). Different goals may be set for theuser of the marker game, while respecting the same predetermined rules,such as for example creating a path of at least a certain predeterminednumber of adjacent cells without using twice the same cell or crossinganother path. The present marker game may thus require the user tosucceed at specific challenges, while respecting predetermined rules.The challenges and/or predetermined rules may change after eachsuccessful game, so as to increase an intensity level of the markergame.

FIG. 1B illustrates a grid with two markers 60. The markers 60 may beselected randomly, among a set of potential initial positions. The setof potential initial positions is defined as initial positions of themarkers allowing a user to successfully realize the goal of the markergame, while respecting the predetermined rules. The set of potentialinitial positions depends on the specific characteristics of the grid(respective number and positions of the obstacles cells and exit cells).A grid with specific characteristics may not have a solution for a givennumber of markers. For example, for a given grid with specificcharacteristics, a solution according to the rules of the marker gamemay exist when playing with two markers, but may not exist when playingwith three markers. Thus, the marker game shall be played with acombination of a given grid with specific characteristics and markers,for which at least one solution exits. Additionally, the difficulty ofsolving the marker game may depend on the position of the markers, for agiven grid with specific characteristics. Thus, a user of the markergame may select a level of difficulty among several possible levels, andplay the marker game with a combination of grid and position of themarkers corresponding to this level of difficulty.

FIG. 1C illustrates the simultaneous creation of two paths in a samegrid. For doing so, the method comprises receiving user commands forcreating one or a plurality of concurrent paths in the grid, where eachof the paths corresponds to a series of adjacent cells between one ofthe markers and one of the exit cells. The user commands may consist ofselected cells corresponding to cells in the same row of the same columnas a previously selected cell. Having to define paths from multiplemarkers to multiple exits in a same grid, while respecting predeterminedrules with respect to the paths selected greatly increases the level ofstrategy and intellectual challenge. As shown on FIG. 1C, the user maycreate a path from each marker to an exit concurrently or one path afterthe other. However, to increase a level of challenge for the user, it ispossible to include a rule to the effect that paths for each marker mustbe created concurrently, and that each path must be progress equally,i.e. select one new cell for each path before selecting another cell.FIG. 1C thus depicts two markers (shown as letter M for example purposesonly) 70, and a first cell 71 selected for each path, shown as ‘1’ forexample purposes.

FIG. 1D illustrates the simultaneous creation of the two paths where newcell 72 identified as ‘2’ for example purposes, represent the secondcells selected by the user for each path. Each consecutive selected cellof the path may be identified in various ways, depending on the rulesapplied. For example, a user may be requested to create paths with acertain predetermined number of cells. In such an event, the markercould correspond to the total number of cells to be used from thatmarker, and each consecutive cell of the path could correspond to aseries of decreasing number. Alternatively, as shown on FIG. 1D, thefirst cell selected to create the path may be identified as ‘1’, and allsubsequent cells increased consecutively by ‘1’. Many other variantscould be used to identify the selected cells forming a path. Forexample, in a particular variant, the consecutive cells forming a pathcould be represented as colored cells, without any numerical value.

FIG. 1E illustrates two paths of different lengths, one having a lengthof 2 cells, and one having a length of 11 cells. The exit cells, andfinal cells of each path, are presented as 100 and 101.

FIG. 2 illustrates another exemplary visual appearance of a gridconsisting of an assembly of obstacle cells 30, exit cells 40, and freecells 50. The obstacle cells 30, exit cells 40, and free cells 50 arelocated anywhere in the grid, i.e. on the border of the grid and insidethe border of the grid. Two markers 60 are also represented on the grid.The path corresponding to one of the markers 60 includes free cells(e.g. 76) located on the border of the grid.

Although FIGS. 1A-1E and 2 depict grids with two markers 70, the presentmethod, application and device are not limited to such animplementation. The present method, application and device could usevarious numbers of markers 70, markers with different rules, markerswith different visual appearance and signification. For example, themarkers could be color coded, or require specific logical order of thecreation of the paths, or the selection of the cells for each path. In aparticular aspect, the cells for each path may be selected concurrently.In another particular aspect, the cells for each path may be selectedone path at a time. In another aspect, the cells for each path may beselected for one path first, then for another path afterwards.Furthermore, all the previously presented aspects could be usedsimultaneously on the same grid, where one or some of the specificaspects apply to one path and not to the others.

To simplify the present description, the beginning of a path ispresented as starting with one of the markers 70 and the end as one ofthe exits 40. However, the present method, application and device arenot limited to such an implementation. For example, the present method,application and device could require the establishment of a path betweentwo markers 70 of the same visual appearance or between two exits 40identified as corresponding to a same path. The present method,application and device could further require that the path to be createdmust include a specific cell within the grid. The specific cell could beidentified with a visual appearance (either color, shape, icon, picture. . . ) that visual indicates to a user of the method, application anddevice that one of the rules of the path to be created requires aninclusion of a specific cell to the path.

The present marker game may thus include several rules, which may beeither predetermined by the game manufacturer, organized so as to beprogressively presented to the user as the user progressed in the game,or selected by the user. Examples of such rules which may be usedindependently and or in combination include:

-   -   a path may not pass on an obstacle;    -   a path must include one or several specific cell(s);    -   paths may not use one same cell;    -   paths may not cross one another;    -   each path may require a minimum number of cells;    -   each path may limit the maximum number of cells;    -   each path may be created using the least possible number of        cells;    -   each marker may be associated to a predetermined exit;    -   cells defining a path must be selected one at a time, in an        alternating fashion for each path;    -   cells defining a path must be selected a predetermined number of        cells at a time, in an alternating fashion for each path;    -   each path is created and completed before creating and        completing another path;    -   selection of subsequent cells may be limited to a particular row        and or column;    -   cells selected for each path must follow a specific set of        rules;    -   etc.

Once all paths have been created by the user in accordance with the setof rules, the marker game is finished and the user has won. The numberof iterations which has been necessary for winning the game may be usedas an indicator of the performance of the user. The indicator ofperformance may further be used to create a subsequent marker game forthe user in which a difficulty level is slightly increased. In additionto accounting for the number of iterations necessary for winning themarker game, a timer could also be used to determine a resolution timerequired by a user. The resolution time could also be used as anindicator of performance, and could effect the generation of asubsequent grid.

Alternatively, once all paths have been created by the user inaccordance with the set of rules for the grid currently displayed (thegrid is completed), a new grid having a new plurality of cells isdisplayed. A subset of the new plurality of cells has the firstparticular visual appearance for representing obstacles, and anothersubset of the new plurality of cells has the second particular visualappearance for representing exits. At least two markers are displayed incells not having the first or second particular visual appearance. Thenumber of markers for the new grid may be different from the number ofmarkers for the completed grid. The user shall create all paths inaccordance with the set of rules for the new grid being displayed. Theset of rules for the new grid may be different from the set of rules forthe completed grid. For example, the marker game comprises N levels,each level corresponding to a specific grid. The user has started with agrid corresponding to level 1, the completed grid corresponds to leveli, and the new grid corresponds to level i+1. When the gridcorresponding to level N is completed, the marker game is finished andthe user has won. The level of complexity for creating a path inaccordance with the set of rules may be increased when the userprogresses in the levels of the marker game. The increase in complexitycan be implemented by designing grids for which creating the paths ismore difficult (e.g. increasing the proportion of obstacles in thegrid), by increasing the number of markers, by using a more difficultset of rules, etc. A change in the set of rules for a specific level isnotified to the user on the display of the electronic device.

In yet another particular aspect, the method for playing the marker gamecomprises generating a specific grid to be displayed on the electronicdevice based on specific characteristics. The specific characteristicsinclude at least one of: a specific total number of cells, a specificnumber of markers, a specific number of cells representing an exit, anda specific number of cells representing an obstacle.

Alternatively, instead of and/or in combination with using specificnumbers, ratios may also be used. For instance, a ratio of markers pernumber of cells may be used. For example, a ratio of one marker for 50cells may be defined. Then, a grid comprising 100 cells (in total) orless has two markers, and a grid comprising 101 to 150 cells (in total)has three markers.

In the case of a grid divided into rows and columns for defining theplurality of cells, the specific characteristics may include a number ofrows and a number of columns; and additionally a number of cells per rowand a number of cells per columns.

As already mentioned, the specific characteristics may be related to alevel of difficulty for solving the marker game. For instance, a higherratio of marker per number of cells may be representative of a higherlevel of difficulty.

Multiple grids may be generated, using a software program for thispurpose. Specific characteristics of a particular type of grid may beprovided as parameters to the software program. And the software programmay then generate a set of candidate grids which satisfy these specificcharacteristics, and for which there is at least one solution to themarker game. As previously mentioned, there is a solution if a path maybe created according to the rules of the marker game.

Furthermore, the grid layout may be varied, and have a particular shapedifferent from a square or rectangle, while still being composed of aplurality of cells. Also, one or several empty spaces may be includedinside the grid, where a marker cannot move (the border of the emptyspaces may be displayed as cells representing obstacles).

Additional types of obstacles may also be defined. For example, somecells may represent a type of obstacle which cannot be selected for aspecific path, while allowing the other paths to use the same cells. Orsome cells may represent a teleportation type of obstacle, whichautomatically moves the completion of the path to another position onthe grid.

The present disclosure also relates to an electronic device programproduct deliverable via an electronically-readable media such as storagemedia and communication links. The electronic device program product maybe executed on an electronic device. The electronic device programproduct implements the steps of the aforementioned method for playing amarker game.

The electronic device program product comprises instructions for playinga marker game that, when executed by a processor, effect a display on anelectronic device of a grid having a plurality of cells. Theinstructions further effect a display of a subset of the plurality ofcells in a first particular visual appearance for representingobstacles, and a display of a subset of the plurality of cells in asecond particular visual appearance for representing exits. Theinstructions effect a display on the electronic device of at least twomarkers. The position of a marker corresponds to one of the plurality ofcells. The instructions receive and analyse a selection of a cell forcreating a path between one of the markers and one of the exits. Theanalysis includes verifying that the cell selected by the user respectsall set rules. When the analysis confirms that the selected cellrespects the set rules, the instructions further effect a display of apath indicator in the cell selected by the user. In the event that theselected cell does not respect the set rules, the instructions effectpresentation of a warning message on a display to the user. The warningmessage may include indication of the rule which was not respected bythe selected cell, an indication of a number of cumulative errors incompleting the marker game, and/or a chances remaining in completing themarker game. The instructions continue until either all paths arecompleted in accordance with the set of rules, a time has expired, or amaximum number of errors has been reached. If the marker game iscompleted successfully by the user, the instructions may further effectdisplay of a congratulations message, and offer a menu to requestgeneration and display of a new grid or repeating the previous game. Ifthe marker game comprises several levels, completion (all paths arecompleted in accordance with the set rules) of a grid corresponding to aspecific level is followed by a display of a new grid corresponding tothe next level (which shall be completed by the user); until the lastlevel has been completed.

Referring now to FIG. 4, an electronic device 300 is represented. Theelectronic device 300 includes a processor 302, a memory 304, acommunication interface 306, a display 308, and a user interface 310.

The processor 302 executes instructions comprised in the computerprogram for playing the marker game. The computer program is stored inthe memory 304. The computer program may be delivered to the memory 304of the electronic device 300 via an electronically-readable media (e.g.a storage media not represented in FIG. 4), or via communication links(e.g. Internet) using the communication interface 306.

The grid comprising the plurality of cells and the markers are displayedon the display 308 of the electronic device 300.

A user of the electronic device 300 may interact with the electronicdevice 300 via the user interface 310 (e.g. a mouse, a keyboard, atouch-screen, a gaming user interface). The interactions include theselection of cells to create the path as previously discussed.

Examples of electronic devices 300 include gaming consoles, computers,laptops, mobile phones, smart phones, tablets, etc.

In a particular aspect of the electronic device program product forplaying the marker game, the cell selected by the user in creating apath cannot correspond to a cell currently occupied by an obstacle or apath indicator.

In another particular aspect of the electronic device program productfor playing the marker game, for each subsequent cell selected increating a path, the path indicator is a numerical value correspondingto the number of cells already forming the path.

In yet another particular aspect of the electronic device programproduct for playing the marker game, the instructions effect ageneration of a specific grid to be displayed on the electronic devicebased on specific characteristics. The specific characteristics includeat least one of: a specific total number of cells, a specific number ofmarkers, a specific number of cells representing an exit, and a specificnumber of cells representing an obstacle.

In a particular embodiment of the electronic device program product forplaying the marker game, the grid is divided into rows and columnsdefining the plurality of cells.

Upon execution of the instructions by the processor 302, the electronicdevice 300 displays a playing plane on the display 308. The playingplane comprises a display of a grid having a plurality of cells. Theplaying plane further comprises a subset of the plurality of cells in afirst particular visual appearance for representing obstacles, and asubset of the plurality of cells in a second particular visualappearance for representing exits. The playing plane comprises a displayof at least two markers. The electronic device receives through the userinterface 310 selection of one or a plurality of cells for creating apath between one of the markers and one of the exits. The electronicdevice then analyses the selected cells to determine whether set rulesare met. If set rules are met, the electronic device displays a pathindicator in each of the selected cells.

The electronic device 300 further effectuates the various aspects of thepreviously discussed method, by means of instructions run by theprocessor 302.

Referring now to FIG. 5, there is depicted a paper playing plane 410,upon which the present grid and the markers are displayed. The presentapplication and electronic device could for example allow generation ofa paper playing plane to be handwritten upon. Alternatively, the presentmarker game could be provided in paper format, with rules to be followedindicated on the paper.

Although the present method, application and device have been describedin the foregoing description by way of illustrative embodiments thereof,these embodiments can be modified at will, within the scope of theappended claims without departing from the spirit and nature of theappended claims.

What is claimed is:
 1. A method for playing a marker game, the methodcomprising: displaying a grid having a plurality of cells; displaying asubset of the plurality of cells in a first particular visual appearancefor representing obstacles; displaying another subset of the pluralityof cells in a second particular visual appearance for representingexits; displaying at least two markers in cells not having the first orsecond particular visual appearance; receiving user commands forcreating a path corresponding to a series of adjacent cells between oneof the markers and one of the exit cells; verifying whether each of theuser command respects predetermined rules; and displaying in each of theadjacent cells a path indicator when the predetermined rules arerespected, wherein the predetermined rules include the adjacent celldoes not correspond to one of the cell representing one of theobstacles, and the adjacent cell does not already display one of thepath indicators.
 2. The method of claim 1, wherein each path indicatoris a numerical value representative of a number of adjacent cells fromthe marker and the cell in which the path indicator is displayed.
 3. Themethod of claim 1 further comprising: generating a specific grid to bedisplayed on the electronic device based on specific characteristics;the specific characteristics including at least one of: a specific totalnumber of cells, a specific number of markers, a specific number ofcells representing exits, and a specific number of cells representingobstacles.
 4. The method of claim 1, wherein the grid is divided intorows and columns defining the plurality of cells.
 5. The method of claim4, wherein two subsequent adjacent cells of the path comprises cells ina same row or in a same column.
 6. The method of claim 1 furthercomprising: determining that all the paths have been created inaccordance with the set of rules; and displaying a new grid having a newplurality of cells, a subset of the new plurality of cells having thefirst particular visual appearance for representing obstacles, andanother subset of the new plurality of cells having the secondparticular visual appearance for representing exits.
 7. An electronicdevice program product deliverable via an electronically-readable mediasuch as storage media and communication links, the electronic deviceprogram product comprising instructions for playing a marker game thatwhen executed by a processor effect: display on an electronic device ofa grid having a plurality of cells, a subset of the plurality of cellshaving a first particular visual appearance for representing obstacles,another subset of the plurality of cells having a second particularvisual appearance for representing exits, and at least two markers;receiving user commands for creating a path corresponding to a series ofadjacent cells from one of the marker to one of the exit cells;verifying after each received user command whether the user commandrespects predetermined rules, the predetermined rules including theadjacent cell is not one of the cells representing obstacles and theadjacent cell does not display a path indicator; and if the user commandrespects predetermined rules, displaying in the adjacent cell acorresponding path indicator.
 10. The electronic device program productof claim 9, wherein each path indicator is a numerical valuerepresentative of a number of adjacent cells from the marker and thecell in which the path indicator is displayed.
 11. The electronic deviceprogram product of claim 9, wherein the instructions further effect ageneration of a specific grid to be displayed on the electronic devicebased on specific characteristics; the specific characteristicsincluding at least one of: a specific total number of cells, a specificnumber of markers, a specific number of cells representing an exit, anda specific number of cells representing an obstacle.
 12. The electronicdevice program product of claim 9, wherein the grid is divided into rowsand columns defining the plurality of cells.
 13. The electronic deviceprogram product of claim 12, wherein two subsequent adjacent cells ofthe path comprises cells in a same row or in a same column.
 14. Theelectronic device program product of claim 9, wherein the instructionsfurther effect: a determination that all the paths have been created inaccordance with the set of rules; and a display on an electronic deviceof a new grid having a new plurality of cells, a subset of the newplurality of cells having the first particular visual appearance forrepresenting obstacles, and another subset of the new plurality of cellshaving the second particular visual appearance for representing exits.15. An electronic device for playing a marker game, the electronicdevice comprising: a display unit for displaying a playing plane, theplaying plane comprising: a grid having a plurality of cells; a subsetof the plurality of cells in a first particular visual appearance forrepresenting obstacles; another subset of the plurality of cells in asecond particular visual appearance for representing exits; at least twomarkers in cells not having the first or the second particular visualappearance; an input unit for receiving user commands for creating apath in the grid corresponding to a series of adjacent cells from one ofthe markers to one of the exit cells; a verification unit for verifyingafter each of the user commands whether the user command respectspredetermined rules, the predetermined rules including the user commanddoes not correspond to an adjacent cell corresponding to one of theobstacles or to a path indicator, when the user command respects thepredetermined rules, the verification unit further instructs the displayunit to display a corresponding path indicator in the adjacent cell. 16.The electronic device of claim 15, wherein each path indicator is anumerical value representative of a number of adjacent cells from themarker and the cell in which the path indicator is displayed.
 17. Theelectronic device of claim 15, further comprising a grid generationalgorithm to display the grid based on at least one of: a total numberof cells, a number of markers, a number of cells representing an exit,and a number of cells representing obstacles.
 18. The electronic deviceof claim 15, wherein the grid is divided into rows and columns definingthe plurality of cells.
 19. The electronic device of claim 18, whereintwo subsequent adjacent cells of the path comprises cells in a same rowor in a same column.
 20. The electronic device of claim 15, wherein thefirst particular visual appearance consists in a first particular colorand the second particular visual appearance consists in a secondparticular color.